Morphic tide
2021-05-29, 06:20 AM
So, here's an archive (https://web.archive.org/web/20060614055209/http://www.wizards.com/default.asp?x=dnd/psm/20060217a) of the most relevant Mind's Eye article, but there's not much that needs describing. It's pretty much a one-to-one Psionics'd Soulcaster, but the thing to note is that Totemist and Psychic Warrior can both do some impressive things to cut down BAB requirements to Grapple passably. The most dramatic is probably what happens when you specialize in Grappling this way, as the two have a rather intense capacity for BAB-outpacing Grapple modifiers, to the point one is often considered silly for being a Grappler without Totemist 2, unless one is grappling by proxy with Druid or Wizard. And these bonuses do, in fact, stack.
The main bonuses are +10 from 7pp Expansion to Huge, +2x(Essentia+1) from Girallon Arms, +4 for 1pp from Grip of Iron, with another +2 per 4pp spent, and +1/Essentia from the Arm bind of Kraken Mantle, with Combat Transformation allowing set-to +20 BAB. So you're Grappling as a Huge creature with full BAB and an extra +26 at the very low end.
To give a preliminary build that's hopefully a passable example piece:
Race: Azurin
Abilities (28 point buy): 17 Str (+1 @ 8, 12, 16, 20), 14 Dex, 13 Con (+1 @4), 8 Int, 12 Wis, 8 Cha
Level
Class
Feats
Class Features
Soulmelds
Essentia
Chakra Binds
Powers Learned
Power Points
Maximum Power Level
1
Psychic Warrior 1
Azure Talent, Improved Unarmed Strike, Improved Grapple
Bonus Feat
0
2
0
Expansion
0
1
2
Totemist 1
-
Wild Empathy
2
3
0
-
0
1
3
Totemist 2
Scorpion's Grasp
Totem Chakra Bind (+1 capacity)
3
4
1
-
0
1
4
Psychic Warrior 2
Linked Power
Bonus Feat
3
4
1
Grip of Iron
1
1
5
Psychic Warrior 3
-
-
3
4
1
Vigor
3
1
6
Psychic Warrior 4
Midnight Augmentation
-
3
5
1
Body Adjustment
5
2
7
Soul Manifester 1
-
Psionic Investment 1
3
5
1
Animal Affinity
7
2
8
Soul Manifester 2
-
-
5
6
1
Energy Emanation
11
2
9
Soul Manifester 3
Improved Natural Attack (Claws)
Chakra Binds (Crown, Feet, Hands)
4
6
1
Body Purification
15
3
10
Soul Manifester 4
-
-
4
7
2
Lion's Charge, Psionic
19
3
11
Soul Manifester 5
-
-
5
8
2
Claws of the Vampire
23
3
12
Soul Manifester 6
Open Lesser Chakra (Arms)
-
5
8
2
Claw of Energy
27
4
13
Soul Manifester 7
-
Psionic Investment 2
5
9
2
Dimension Door, Psionic
35
4
14
Soul Manifester 8
-
Chakra binds (arms, brow, shoulders)
6
10
3
Freedom of Movement, Psionic
43
4
15
Soul Manifester 9
Double Chakra (Arms)
-
6
11
3
Psychofeedback
51
5
16
Soul Manifester 10
-
Psionic Distillation
6
12
3
Greater Stomp
59
5
17
Psychic Warrior 5
Psicarnum Infusion
Bonus Feat
6
12
3
Open Chakra, Psionic
67
5
18
Psychic Warrior 6
Bonus Essentia
-
6
14
3
Combat Transformation
79
6
19
Psychic Warrior 7
-
-
6
14
3
Form of Doom
91
6
20
Totemist 3
-
Totem's Protection
7
15
4
-
91
6
This is a very extremely basic example piece, such that I would not be surprised in the slightest to have screwed up a prerequisite somewhere, but if I didn't end up messing up the basic MLs, this has a static +12 BAB, but then +14 from 6 Essentia in Girallon Arms, +8 from Totem Avatar bound to Feet, +4 from Improved Grapple, and +5 from innate Strength, adding up to +45 to Grapple checks entirely innately. Then 7pp Expansion, 17pp Grasp of Iron, 11pp Combat Transformation, and 11 pp Form of Doom give a peak Grapple check of +79. Before items. (though the +8 of Totem Avatar is to resist Grapples rather than start them... So unfortunately not entirely Gargantuan, just defensively)
Using a 1pp Grasp of Iron is still +71 (+63 for offensive purposes, but being safe from Grapple-beasts is important), and Form of Doom only gives +2 to the individual checks even if you are getting an extra 4 attacks to feed Scorpion's Claw. Combat Transformation is non-negotiable, however, as it's a BAB replacement (I'd link an archive of the Mind's Eye article for that if I could find it, so here's the archive of the archive (https://web.archive.org/web/20121014120955/http://www.wizards.com/default.asp?x=dnd/arch/psi). Found it in the official PDF, at least...) for +8 on that and a +2 from Enhancing Strength. (E: Adding a +5 Tome would actually increase Strength mod by +3, due to the odd number, resulting in +74 offensive checks when going all out)
For damage numbers, again noting the lack of equipment, the full buff stack that asks for two rounds setup gives you four 4d8 Tentacles from Form of Doom, Girallon Arms gives four 2d6+6 Claws, a Huge Totemist has a variety of options for 3d6 Bites (you do have Double Chakra), and you end up with 29 Strength for a total +9 modifier. So the Claws are attacking at +20 BAB, +6 Enhancemnet, +4 Strength, and then -5 for being a pile of secondary attacks, for a final result of +25 to their attack rolls. A primary Claw attack (and why wouldn't you?) is lacking the -5 and gets the full Strength benefit, so that one makes a +35 attack roll, and this is all backed by the above-mentioned +71 Grapple checks if anything hits. For everything that hits.
Discussing armor class without items is of limited value, given how much it centers on them. Regardless, Mental Barrier gives +4 AC on a 5pp Immediate Action, Form of Doom gives +5 Natural Armor, and Combat Transformation gives +4 Dex and +4 Natural Armor. If Form of Doom and Combat Transformation stack (they honestly shouldn't), you should have AC 26 (10+9 NA+3 Dex+4 Deflection) before gear. With 17 Dex, you can fit into +1 Mithral Full Plate for +9, and there shouldn't be any issue with affording a Ring of Protection +3, so you should trivially access AC 38 to shrug at Solars and Balors taking swings. (E: Forgot the average 10.5 on the d20, but the point still stands since there's a few different relatively affordable ways to get the AC needed to bring them to low hit chances, since they're both weapon-users, so getting to 45 AC from augmenting defensive Powers and more items would stick the Solar to 50/50 on first swing, who's the more accurate of the two)
On HP, you have 8+9d8+10d4+40 by baseline, for an average of 113.5, with a +5 tome bringing you to 24 Con (15 base, +5 inherent, +4 Combat Transformation, and with how much your buffs cover affording two of the things isn't entirely out of the question) when buffed for a +7 modifier and thus 213.5 HP in the midst of actual fights, though the last 40 is Rage-type health. You also, however, have Vigor, Body Adjustment, and Claws of the Vampire to buffer for raw HP damage. Probably better to have Hostile Empathic Transfer for healing, since it scales to 90 health on a single Standard Action for 9pp.
...So yeah, you can avoid the Tarrasque manhandling you even if you technically can't initiate a Grapple against Colossal targets this way like I was initially expecting (...should just adjust to Goliath for that, but redoing all the numbers in this post for that is pain), but everything supposedly pre-Epic that isn't will be driven to ground and blendered, and even the Colossal enemies need to worry about being blendered because you are a Huge Totemist with PsyWar buffs available. I just can't seem to locate that many giving a big damage advantage when Totemist already does your dominant Claw attack rolls, Bite of the Wolf is the same 1d8 Medium base and scales solely off PsyWar class level, and there's zero official information on Claws of the Beast at Huge. There is no normal 5d6 Natural Attack, that is not how they scale.
For a rough draft focused mainly on how this particular Theurge is covered in stackable bonuses, I'd call this a decent success at pushing Grapple numbers, given the tendency from the MinMax handbook (http://minmaxforum.com/index.php?topic=585.0) discussion was capping at the low 60s. Do correct any math I got wrong, and feel free to suggest improvements, this is the first time I've tried crunching out a build "for real".
Current state of Grapple: 17+5+6 Strength for +9, 11pp for Combat Transformation to set BAB to +20 from +12, 11pp for Form of Doom to give +2 from untyped Strength, 17pp for +12 from Grip of Iron, 7pp for +8 size and +2 Strength from Expansion, +14 from 6 Essentia Girallon Arms Bound to totem and Shaped on Arms with Focus, +5 from 5 Essentia in Kraken Mantle bound to Arms, +2 from Open Lesser Chakra (Arms), +4 from Improved Grapple. Total +78 at cost of 46pp and 11 Essentia; +69 for 19pp if lacking Form of Doom and leaving Grip of Iron unaugmented if Grappling things you should have waited for Epic to go at.
June 4th, 2021: Swapped positioning of Linked Power and Psicarnum Infusion, swapped Improved Soulmeld Capacity for Open Lesser Chakra (Arms), specified Double Chakra as Arms. Shifted Dex to 14 to keep Improved Grapple qualification under Expansion at 1st at cost of Constitution being reduced to 13, moved Con ASI back to 4th to somewhat compensate. Swapped Mental Barrier for Psionic Lion's Charge
The main bonuses are +10 from 7pp Expansion to Huge, +2x(Essentia+1) from Girallon Arms, +4 for 1pp from Grip of Iron, with another +2 per 4pp spent, and +1/Essentia from the Arm bind of Kraken Mantle, with Combat Transformation allowing set-to +20 BAB. So you're Grappling as a Huge creature with full BAB and an extra +26 at the very low end.
To give a preliminary build that's hopefully a passable example piece:
Race: Azurin
Abilities (28 point buy): 17 Str (+1 @ 8, 12, 16, 20), 14 Dex, 13 Con (+1 @4), 8 Int, 12 Wis, 8 Cha
Level
Class
Feats
Class Features
Soulmelds
Essentia
Chakra Binds
Powers Learned
Power Points
Maximum Power Level
1
Psychic Warrior 1
Azure Talent, Improved Unarmed Strike, Improved Grapple
Bonus Feat
0
2
0
Expansion
0
1
2
Totemist 1
-
Wild Empathy
2
3
0
-
0
1
3
Totemist 2
Scorpion's Grasp
Totem Chakra Bind (+1 capacity)
3
4
1
-
0
1
4
Psychic Warrior 2
Linked Power
Bonus Feat
3
4
1
Grip of Iron
1
1
5
Psychic Warrior 3
-
-
3
4
1
Vigor
3
1
6
Psychic Warrior 4
Midnight Augmentation
-
3
5
1
Body Adjustment
5
2
7
Soul Manifester 1
-
Psionic Investment 1
3
5
1
Animal Affinity
7
2
8
Soul Manifester 2
-
-
5
6
1
Energy Emanation
11
2
9
Soul Manifester 3
Improved Natural Attack (Claws)
Chakra Binds (Crown, Feet, Hands)
4
6
1
Body Purification
15
3
10
Soul Manifester 4
-
-
4
7
2
Lion's Charge, Psionic
19
3
11
Soul Manifester 5
-
-
5
8
2
Claws of the Vampire
23
3
12
Soul Manifester 6
Open Lesser Chakra (Arms)
-
5
8
2
Claw of Energy
27
4
13
Soul Manifester 7
-
Psionic Investment 2
5
9
2
Dimension Door, Psionic
35
4
14
Soul Manifester 8
-
Chakra binds (arms, brow, shoulders)
6
10
3
Freedom of Movement, Psionic
43
4
15
Soul Manifester 9
Double Chakra (Arms)
-
6
11
3
Psychofeedback
51
5
16
Soul Manifester 10
-
Psionic Distillation
6
12
3
Greater Stomp
59
5
17
Psychic Warrior 5
Psicarnum Infusion
Bonus Feat
6
12
3
Open Chakra, Psionic
67
5
18
Psychic Warrior 6
Bonus Essentia
-
6
14
3
Combat Transformation
79
6
19
Psychic Warrior 7
-
-
6
14
3
Form of Doom
91
6
20
Totemist 3
-
Totem's Protection
7
15
4
-
91
6
This is a very extremely basic example piece, such that I would not be surprised in the slightest to have screwed up a prerequisite somewhere, but if I didn't end up messing up the basic MLs, this has a static +12 BAB, but then +14 from 6 Essentia in Girallon Arms, +8 from Totem Avatar bound to Feet, +4 from Improved Grapple, and +5 from innate Strength, adding up to +45 to Grapple checks entirely innately. Then 7pp Expansion, 17pp Grasp of Iron, 11pp Combat Transformation, and 11 pp Form of Doom give a peak Grapple check of +79. Before items. (though the +8 of Totem Avatar is to resist Grapples rather than start them... So unfortunately not entirely Gargantuan, just defensively)
Using a 1pp Grasp of Iron is still +71 (+63 for offensive purposes, but being safe from Grapple-beasts is important), and Form of Doom only gives +2 to the individual checks even if you are getting an extra 4 attacks to feed Scorpion's Claw. Combat Transformation is non-negotiable, however, as it's a BAB replacement (I'd link an archive of the Mind's Eye article for that if I could find it, so here's the archive of the archive (https://web.archive.org/web/20121014120955/http://www.wizards.com/default.asp?x=dnd/arch/psi). Found it in the official PDF, at least...) for +8 on that and a +2 from Enhancing Strength. (E: Adding a +5 Tome would actually increase Strength mod by +3, due to the odd number, resulting in +74 offensive checks when going all out)
For damage numbers, again noting the lack of equipment, the full buff stack that asks for two rounds setup gives you four 4d8 Tentacles from Form of Doom, Girallon Arms gives four 2d6+6 Claws, a Huge Totemist has a variety of options for 3d6 Bites (you do have Double Chakra), and you end up with 29 Strength for a total +9 modifier. So the Claws are attacking at +20 BAB, +6 Enhancemnet, +4 Strength, and then -5 for being a pile of secondary attacks, for a final result of +25 to their attack rolls. A primary Claw attack (and why wouldn't you?) is lacking the -5 and gets the full Strength benefit, so that one makes a +35 attack roll, and this is all backed by the above-mentioned +71 Grapple checks if anything hits. For everything that hits.
Discussing armor class without items is of limited value, given how much it centers on them. Regardless, Mental Barrier gives +4 AC on a 5pp Immediate Action, Form of Doom gives +5 Natural Armor, and Combat Transformation gives +4 Dex and +4 Natural Armor. If Form of Doom and Combat Transformation stack (they honestly shouldn't), you should have AC 26 (10+9 NA+3 Dex+4 Deflection) before gear. With 17 Dex, you can fit into +1 Mithral Full Plate for +9, and there shouldn't be any issue with affording a Ring of Protection +3, so you should trivially access AC 38 to shrug at Solars and Balors taking swings. (E: Forgot the average 10.5 on the d20, but the point still stands since there's a few different relatively affordable ways to get the AC needed to bring them to low hit chances, since they're both weapon-users, so getting to 45 AC from augmenting defensive Powers and more items would stick the Solar to 50/50 on first swing, who's the more accurate of the two)
On HP, you have 8+9d8+10d4+40 by baseline, for an average of 113.5, with a +5 tome bringing you to 24 Con (15 base, +5 inherent, +4 Combat Transformation, and with how much your buffs cover affording two of the things isn't entirely out of the question) when buffed for a +7 modifier and thus 213.5 HP in the midst of actual fights, though the last 40 is Rage-type health. You also, however, have Vigor, Body Adjustment, and Claws of the Vampire to buffer for raw HP damage. Probably better to have Hostile Empathic Transfer for healing, since it scales to 90 health on a single Standard Action for 9pp.
...So yeah, you can avoid the Tarrasque manhandling you even if you technically can't initiate a Grapple against Colossal targets this way like I was initially expecting (...should just adjust to Goliath for that, but redoing all the numbers in this post for that is pain), but everything supposedly pre-Epic that isn't will be driven to ground and blendered, and even the Colossal enemies need to worry about being blendered because you are a Huge Totemist with PsyWar buffs available. I just can't seem to locate that many giving a big damage advantage when Totemist already does your dominant Claw attack rolls, Bite of the Wolf is the same 1d8 Medium base and scales solely off PsyWar class level, and there's zero official information on Claws of the Beast at Huge. There is no normal 5d6 Natural Attack, that is not how they scale.
For a rough draft focused mainly on how this particular Theurge is covered in stackable bonuses, I'd call this a decent success at pushing Grapple numbers, given the tendency from the MinMax handbook (http://minmaxforum.com/index.php?topic=585.0) discussion was capping at the low 60s. Do correct any math I got wrong, and feel free to suggest improvements, this is the first time I've tried crunching out a build "for real".
Current state of Grapple: 17+5+6 Strength for +9, 11pp for Combat Transformation to set BAB to +20 from +12, 11pp for Form of Doom to give +2 from untyped Strength, 17pp for +12 from Grip of Iron, 7pp for +8 size and +2 Strength from Expansion, +14 from 6 Essentia Girallon Arms Bound to totem and Shaped on Arms with Focus, +5 from 5 Essentia in Kraken Mantle bound to Arms, +2 from Open Lesser Chakra (Arms), +4 from Improved Grapple. Total +78 at cost of 46pp and 11 Essentia; +69 for 19pp if lacking Form of Doom and leaving Grip of Iron unaugmented if Grappling things you should have waited for Epic to go at.
June 4th, 2021: Swapped positioning of Linked Power and Psicarnum Infusion, swapped Improved Soulmeld Capacity for Open Lesser Chakra (Arms), specified Double Chakra as Arms. Shifted Dex to 14 to keep Improved Grapple qualification under Expansion at 1st at cost of Constitution being reduced to 13, moved Con ASI back to 4th to somewhat compensate. Swapped Mental Barrier for Psionic Lion's Charge